;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1997 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
10      ; Communism is equivalent of this palace distance.
70      ; Fundamentalism loses this % of science
75      ; Percent shield penalty for production type change
100     ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
3       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Acquisition,        5,-1,  Bro, Exp, 1, 1    ; AFl
Advanced Rule,      7, 1,  Lab, Aut, 0, 2    ; Alp
Afrikaans,          3,-2,  nil, Ato, 3, 3    ; Amp
Ambush,             6,-1,  NF,  Aut, 0, 0    ; Ast
Bobo's Trick,       4,-1,  nil, CoL, 3, 3    ; Ato
African Ethos,      6,-1,  nil, Ato, 3, 3    ; Aut
Business,           6, 1,  Tra, Exp, 2, 1    ; Ban
Bridge Building,    4, 0,  nil, nil, 2, 4    ; Bri
Camouflage,         6,-1,  Lab, SFl, 1, 0    ; Bro
Ceremony,           5, 1,  nil, Ato, 3, 3    ; Cer
Alchemy,            5,-1,  nil, Ato, 3, 0    ; Che
Bobo's Hat,         4,-2,  no,  no,  3, 3    ; Chi
Bobo's Rabbit,      4, 1,  nil, Chi, 3, 3    ; CoL
Colonial Rule,      6, 1,  Mon, Ldr, 1, 2    ; CA 
Colonisation,       5,-1,  nil, Ato, 3, 3    ; Cmb
Independence,       5, 0,  Ato, nil, 0, 2    ; Cmn
#########,          4, 1,  no,  no,  3, 4    ; Cmp
############,       7,-1,  no,  no,  2, 0    ; Csc
Construction,       8, 0,  nil, nil, 2, 3    ; Cst
Defence Structure,  6,-1,  nil, NF,  2, 3    ; Cor
Dogma,              5, 1,  Aut, nil, 0, 2    ; Cur
#########,          5, 1,  no,  no,  2, 2    ; Dem
Darwin's Prize,     4, 1,  nil, E1,  3, 1    ; Eco
Darwin's Theory,    4, 0,  nil, Ato, 3, 1    ; E1 
Eloquence,          4, 1,  nil, Ato, 3, 3    ; E2 
Equine Mastery,     6,-1,  E2,  Ind, 1, 0    ; Eng
End of Ark,         3, 1,  nil, Ato, 2, 0    ; Env
#########,          2,-1,  no,  no,  3, 0    ; Esp
Exchange,           5, 0,  nil, nil, 2, 1    ; Exp
Fabrication,        4, 1,  Too, Ban, 2, 4    ; Feu
######,             4,-1,  no,  no,  2, 4    ; Fli
Islamic Faith,      3,-2,  Ato, nil, 0, 2    ; Fun
############,       3, 0,  no,  no,  3, 3    ; FP 
###################,3, 2,  no,  no,  3, 3    ; Gen
Jungle Trap,        4, 1,  no,  no,  3, 3    ; Gue
Gung-Ho Attitude,   8,-2,  no,  no,  3, 3    ; Gun
################,   4,-1,  no,  no,  0, 0    ; Hor
Industrialization,  6, 0,  nil, Ato, 3, 3    ; Ind
#########,          6, 0,  no,  no,  1, 4    ; Inv
############,       5,-1,  no,  no,  0, 4    ; Iro
Law and Order,      6, 1,  nil, nil, 2, 2    ; Lab
Learning,           6, 0,  nil, nil, 2, 3    ; Las
Leadership,         5,-1,  Tac, Mon, 1, 0    ; Ldr
Liberation,         5,-2,  Ref, Cor, 0, 2    ; Lit
Manufacture,        4, 0,  Cst, Exp, 2, 4    ; Too
Marksmanship,       4,-1,  Bro, Met, 1, 0    ; Mag
Map Making,         3, 1,  Aut, nil, 0, 3    ; Map
#######,            4, 1,  no,  no,  0, 4    ; Mas
###############,    5, 0,  no,  no,  3, 4    ; MP 
###########,        4,-1,  no,  no,  0, 3    ; Mat
Medicine,           7, 0,  Too, Las, 2, 3    ; Med
Mobile Combat,      6,-2,  Tac, Cor, 1, 0    ; Met
###############,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 3    ; Mob
Monarchy,           5, 1,  Lab, Mys, 1, 2    ; Mon
Monotheism,         5, 1,  no,  no,  3, 3    ; MT 
Mysticism,          4, 0,  nil, Ato, 3, 3    ; Mys
Navigation,         5,-1,  Sea, Aut, 0, 1    ; Nav
Natural Resources,  7,-1,  Cst, Las, 2, 4    ; NF 
##############,     3, 0,  no,  no,  3, 3    ; NP 
Nile Diversion Scheme,6, 1,  Ato, nil, 3, 4    ; Phi
#######,            4,-1,  no,  no,  1, 3    ; Phy
########,           4, 1,  no,  no,  3, 4    ; Pla
Nile Architecture,  8, 0,  nil, Phi, 3, 4    ; Plu
Nile Redirection,   8, 0,  nil, Plu, 3, 4    ; PT 
#######,            4, 1,  no,  no,  0, 1    ; Pot
#####,              5,-1,  no,  no,  3, 4    ; Rad
########,           6, 0,  no,  no,  2, 1    ; RR 
Recreation,         3, 1,  SFl, Cst, 2, 2    ; Rec
Resistance,         4,-1,  Alp, nil, 0, 0    ; Ref
Rustic Skill,       3, 1,  NF,  Too, 2, 1    ; Rfg
Reciprocity,        5, 1,  Cmb, CA,  1, 2    ; Rep
########,           5,-2,  no,  no,  3, 0    ; Rob
########,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         5, 1,  Ind, Cst, 2, 3    ; San
Seafaring,          4, 1,  nil, Aut, 2, 1    ; Sea
Scripture,          4, 2,  E2,  Ind, 1, 2    ; SFl
Sea Harvest,        6, 0,  Sea, NF,  2, 1    ; Sth
Shell Ejector,      6,-1,  AFl, Too, 1, 0    ; SE 
Stanley's Travels,  8, 0,  nil, Sup, 3, 2    ; Stl
Stanley's Insight,  4, 1,  nil, Ato, 3, 2    ; Sup
Tactics,            6,-1,  Eng, Las, 1, 0    ; Tac
Theology,           5, 2,  Cur, Lit, 0, 2    ; The
#################,  4, 0,  no,  no,  1, 3    ; ToG
Trade,              5, 1,  Lab, Exp, 2, 1    ; Tra
#########,          5, 1,  no,  no,  1, 3    ; Uni
Warrior Code,       6,-1,  Lab, Cur, 0, 0    ; War
#########,          4,-1,  no,  no,  0, 4    ; Whe
#######,            4, 2,  no,  no,  0, 3    ; Wri
Future Technology,  1, 0,  Sth, Rfg, 2, 3    ; FT 
User Def Tech A,    3, 0,  no,  no,  0, 0    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Extra Advance 1,    3, 0,  no,  no,  0, 0    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Government,               10, 0,    Lab,
War Party,                 4, 1,    War,
Store House,               6, 1,    San,
Chapel,                    4, 1,    SFl,
Market,                    8, 1,    Exp,
Library,                   8, 1,    Las,
Courthouse,                8, 1,    Lab,
Defences,                  8, 0,    Cor,
Stream System,             8, 2,    NF, 
Treasury,                 12, 3,    Ban,
Worship Site,             12, 2,    Cur,
University,               16, 3,    no, 
Mass Transit,             16, 4,    no, 
Theatre,                  10, 4,    Rec,
Factory,                  12, 4,    Too,
Forge,                    20, 6,    Feu,
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Stock Exchange,            8, 0,    no,
Infirmary,                10, 2,    Med,
Orchards,                  8, 3,    Rfg,
Gold Rush,                 8, 1,    Che, 
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    no, 
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    Sea,
Fisheries,                 8, 4,    Sth,
Airport,                  16, 3,    no, 
Police Station,            6, 2,    no, 
Port Facility,             8, 3,    no, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    Feu,
Pyramids,                 20, 0,    no, 
Ark of Covenant,          20, 0,    nil,
Pyramid of Cheops,        20, 0,    nil,
Lighthouse,               20, 0,    no, 
Great Library,            30, 0,    no, 
Sistine Chapel,           20, 0,    nil,
Great Wall,               30, 0,    no, 
Sun Tzu's War Academy,    30, 0,    no, 
The Pyramids of Mero,    20, 0,    nil,
Marco Polo's Embassy,     20, 0,    no, 
Fountain of Youth,        40, 0,    no, 
Copernicus' Observatory,  30, 0,    no, 
Suez Canal,               20, 0,    nil,
Shakespeare's Theatre,    30, 0,    no, 
Leonardo's Workshop,      40, 0,    no, 
Karanga's Great Zimbabwe, 20, 0,    nil,
Isaac Newton's College,   40, 0,    no, 
Adam Smith's Trading Co., 40, 0,    no, 
Darwin's Voyage,          12, 0,    Eco,
Statue of Liberty,        40, 0,    no, 
Eiffel Tower,             30, 0,    no, 
Women's Suffrage,         60, 0,    no, 
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Stanley's Africa,         12, 0,    Stl,   
SETI Program,             60, 0,    no, 
Mosques of West Africa,   20, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
Env,        ; Ark of Covenant
nil,        ; Pyramid of Cheops
nil,        ; Lighthouse
nil,        ; Great Library
nil,        ; Sistine Chapel
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; The Pyramids of Mero
nil,        ; Marco Polo's Embassy
nil,        ; Fountain of Youth
nil,        ; Copernicus' Observatory
nil,        ; Suez Canal
nil,        ; Shakespeare's Theatre
nil,        ; Leonardo's Workshop
nil,        ; Karanga's Great Zimbabwe
nil,        ; Isaac Newton's College
nil,        ; Adam Smith's Trading Co.
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; Mosques of West Africa


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Settlers,     Ind, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  5, Cst, 000000000000000
Blank,        nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, no,  000000000000000
Engineers,    Aut, 0,  1.,0,  1a,1d,  1h,1f,  5,0,  5, Cst, 000000000000000
Infantry,     Amp, 0,  1.,0,  4a,1d,  1h,1f,  3,0,  1, Ind, 000000000000000
Elite Guards, nil, 0,  1.,0,  5a,3d,  2h,1f,  4,0,  1, Bro, 000000000000000
Officer Corps,nil, 0,  1.,0,  7a,2d,  1h,2f,  7,0,  0, Ldr, 000000000000000
Stanley + Bobo,nil, 0,  1.,0,  0a,2d,  2h,1f,  6,0,  1, no,  000001000000011
Tribesmen,    Ind, 0,  1.,0,  4a,2d,  1h,1f,  3,0,  1, no,  000001000000010
Mamelukes,    nil, 0,  2.,0,  6a,1d,  1h,2f,  3,0,  0, Fun, 001100000000010
Tribesmen,    nil, 0,  1.,0,  4a,2d,  1h,1f,  3,0,  1, Aut, 000001000000010
Field Troops, nil, 0,  1.,0,  4a,2d,  1h,1f,  4,0,  1, Mag, 000000000000010
Arab Cavalry, nil, 0,  2.,0,  5a,2d,  1h,1f,  4,0,  0, Fun, 000000000000000
Settlers,     Ind, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  5, no,  000000000000000
Mercenaries,  nil, 0,  1.,0,  9a,1d,  1h,1f,  3,0,  0, AFl, 001000000000010
The Primate,  nil, 0,  1.,0,  0a,2d,  2h,1f,  5,0,  1, no,  000000000000010
Dervishes,    Met, 0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, Eng, 000000000000000
Cavalry,      nil, 0,  2.,0,  6a,1d,  1h,1f,  6,0,  0, Tac, 000000000000000
Warrior,      nil, 0,  1.,0,  6a,2d,  1h,1f,  5,0,  0, Ast, 000001000000010
Tribe Defender,nil, 0,  1.,0,  1a,3d,  2h,1f,  7,0,  0, Ref, 000011000000011
Blank##,      Ldr, 0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, no,  000000000000000
Dragoons,     Aut, 0,  2.,0,  7a,2d,  2h,1f,  7,0,  0, Met, 000000000000000
Explorer,     nil, 0,  1.,0,  0a,1d,  2h,1f,  5,0,  0, no,  000001000000011
Witch Doctor, nil, 0,  1.,0,  0a,2d,  2h,1f,  8,0,  0, no,  000011000000011
Armed Native, nil, 0,  1.,0,  7a,1d,  1h,2f,  4,0,  0, Lit, 000000000000000
Horseman,     nil, 0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, Cmn, 000000000000000
Artillery,    nil, 0,  1.,0, 10a,1d,  1h,2f,  8,0,  0, SE,  000000000000000
Boer Infantry,nil, 0,  1.,0,  5a,2d,  2h,1f,  4,0,  1, Amp, 000000000000000
Fireball,     nil, 1,  3.,3, 99a,1d,  1h,1f,  6,0,  3, no,  001000000000000
Bomber,       nil, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  000000000000001
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, no,  100000000000001
Stlth Ftr.,   nil, 1, 14.,1,  8a,4d,  2h,2f,  8,0,  3, no,  000000000010001
Stlth Bmbr.,  nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no,  000000000000001
Trireme,      nil, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, no,  000000000100000
Steam Ship,   nil, 2,  4.,0,  0a,1d,  1h,1f,  4,8,  4, Ind, 000000000000000
Fishing Boat, Ind, 2,  4.,0,  0a,1d,  1h,1f,  2,4,  4, Nav, 000000000000000
Frigate,      E1,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, no,  000000000000000
Ironclad,     E1,  2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, no,  000000000000000
Destroyer,    nil, 2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, no,  100000000000001
Cruiser,      Roc, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, no,  100000000000001
AEGIS Cruiser,nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no,  110000000000001
Battleship,   nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no,  000000000000001
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no,  000000000001001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
Curse,        nil, 2,  8.,1, 10a,0d,  1h,2f,  6,0,  0, no,  001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Diplomat,     Esp, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
Merchant,     nil, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  7, Tra, 000000000000010
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000010
ExplorerNo,   Gue, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000001000000010
Albino Gorilla,nil, 0,  2.,0,  6a,1d,  1h,1f,  5,0,  0, no,  000000000000000
Extra Ship,   nil, 2,  4.,0,  4a,2d,  2h,1f,  5,1,  2, no,  000000000000000
Extra Air,    nil, 1, 42.,80,  0a,8d,  2h,2f, 10,0,  0, no,  000000000000011
Test Unit 1,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 2,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 3,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 4,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 5,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 6,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 7,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 8,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Arid,       1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   Hil, 1,10, 2,   yes, 1,10,  6,  Hil,   ; Mou
Volcano,    2,3,  1,4,3,   no,  1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Desert,     3,2,  0,0,1,   no,  0, 0, 0,   yes, 1,15,  3,  Drt,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 5,   For, 0,15,  0,  Pln,   ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,10, 2,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
-,          1,2,  0,0,0,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Oil,        1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Diamonds,   3,6,  0,3,4,
Furs,       1,2,  2,0,3,
-,          1,2,  0,0,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Regality,       Sir,         Empress
Monarchy,       Lord,        Queen
Independence,   King,        Comrade
Islamic Faith,  Caliph,      High Priestess
Reciprocity,    Duke,        Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 1, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 2, Babylonians, Babylonian, -1, -1,  1,
Frederick,    Maria Theresa,       0, 3, 1, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 2, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 1, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 1, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 2, Zulus,       Zulu,        1,  0,  0,
Louis XIV,    Joan of Arc,         0, 3, 1, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 2, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 1, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VIII,   Elizabeth I,         1, 6, 1, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 1, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 1, Celts,       Celtic,     -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 3, 1, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            1, 4, 2, Spanish,     Spanish,    -1,  1, -1,     4, Archbishop, Archbishop
Xerxes,       Scheherezade,        0, 5, 1, Persians,    Persian,     0, -1,  0,     2, Shah, Shah,  4, Ayatollah, Ayatollah
Hannibal,     Dido,                0, 6, 1, Carthaginians, Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 1, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Hides,
Sugar,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Palm Oil,
Ivory,
Silver,
Spice,
Carvings,
Gold,
Diamonds,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













